• Title/Summary/Keyword: 디자인 협업

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Personalized Size Recommender System for Online Apparel Shopping: A Collaborative Filtering Approach

  • Dongwon Lee
    • Journal of the Korea Society of Computer and Information
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    • v.28 no.8
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    • pp.39-48
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    • 2023
  • This study was conducted to provide a solution to the problem of sizing errors occurring in online purchases due to discrepancies and non-standardization in clothing sizes. This paper discusses an implementation approach for a machine learning-based recommender system capable of providing personalized sizes to online consumers. We trained multiple validated collaborative filtering algorithms including Non-Negative Matrix Factorization (NMF), Singular Value Decomposition (SVD), k-Nearest Neighbors (KNN), and Co-Clustering using purchasing data derived from online commerce and compared their performance. As a result of the study, we were able to confirm that the NMF algorithm showed superior performance compared to other algorithms. Despite the characteristic of purchase data that includes multiple buyers using the same account, the proposed model demonstrated sufficient accuracy. The findings of this study are expected to contribute to reducing the return rate due to sizing errors and improving the customer experience on e-commerce platforms.

Analysis and Design of Co-creation Platform Software by Object-Oriented Analysis Method (객체지향 분석 방법에 의한 Co-Creation 플랫폼 소프트웨어의 분석 및 설계)

  • Cho, Byung-Ho;Ahn, Heui-Hak
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.16 no.6
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    • pp.75-81
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    • 2016
  • My proposed Co-creation platform software analysis and design method in my paper, presents build technology of co-creation platform using Co-creation concepts refer to all process from products' idea level to products' design, manufacturing and marketing level. And this method can be possible to design and implement to be interlocked with company's cloud service and system through own SNS functions and OPEN API to build co-creation platform. Also owing to apply Wiki technology in the process of idea modification and completion level and provide cooperative work tools of story-board prototyping, it can be participate actively in the design process with customer and stakeholder together and realize functions to apply opinions. Therefore, Co-creation platform software analysis and design by objected-oriented analysis method is presented to show these design process effectively.

Exploratory Approach of Social Gameplay Behavior Pattern : Case Study of World of Warcrafts (소셜 게임플레이 행동패턴의 탐색적 접근 : World of Warcrafts를 중심으로)

  • Song, Seung-Keun
    • The Journal of the Korea Contents Association
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    • v.13 no.5
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    • pp.37-47
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    • 2013
  • The objective of this research is to discover the rule of gameplay related to the task interdependence to analyse the behavior pattern of social gameplay. Previous literatures related to the gameplay were reviewed and game which was suitable for the gameplay of the task interdependence was selected. A party-play includes a team of five people in the experiment during the gameplay with think-aloud method and video/audio data about action protocol and verbal report were collected. The video observation and protocol analysis were conducted to analyse data. The objective coding scheme were developed from consolidated sequence model task analysis. The player's behavior was analysed. The result was revealed that four rules and four modified rules were included into the total eight behavior pattern. A behavior graph integrated with five gameplay was written. The excellent cooperative spot and error and failure place could be identified. The social gameplay behavior graph is expected to be the key practical design guideline on whether the level design and balance design are proper.

The Applications of Online, Multi-User Virtual Environments for Architectural & Interior Design Communication (건축·인테리어 디자인과정의 커뮤니케이션을 위한 온라인 다중 사용자 가상환경 활용 사례 연구)

  • Hong, Seung-Wan;Yoo, Chang-Geun
    • Journal of the Korean housing association
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    • v.25 no.1
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    • pp.41-50
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    • 2014
  • Architectural & Interior design communication is a process of exchanging information between architects and other professionals, clients, and prospectus users, and a design medium is a means of communication. Using non-immersive, conventional media, it is challenging for architects communicate physical details and users' activities in not yet built three-dimensional buildings to others. Recent advances online, Multi-User Virtual Environments (MUVEs) allow architects and other professionals to experience a virtually constructed building together using anthropomorphic avatars. In addition, MUVEs also enable them to be aware of the presence and activity of each other. Previous studies suggest that the aforementioned characteristics of MUVEs may facilitate communication between architects and others. But these are focused on communication in controlled experimental conditions. This paper discusses the ways in which MUVEs are applied for authentic and long-term collaboration, design studio, and cultural heritage reconstruction projects, produced by digital design group at the UC Berkeley and the Technion-Israel Institute of Technology, and analyzes the influences of MUVEs on those projects. MUVEs helped more precise communication between architects, electronic engineers, and medical staffs, who are collaborating for developing pioneering technology for hospitals. In design studios, MUVEs allowed students to experience other students' design outputs, and thus helped them share ideas mutually. In addition, in cultural heritage reconstruction projects, MUVEs were used for communicating with historians and residents in order to collect evidence. Based on this study, we propose that MUVEs have strong potential for enhancing the communication between architects and other professionals.

Designing public service design education program to strengthen public service competencies -Focused on the case of workshop for policy providers- (공공서비스 역량 강화를 위한 공공서비스디자인 교육 프로그램 설계 -정책공급자 대상 워크숍 사례를 중심으로-)

  • Kim, Sun-Ah
    • Journal of Digital Convergence
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    • v.20 no.4
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    • pp.101-110
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    • 2022
  • The purpose of this study is to design public service design education to strengthen the public service competencies of policy providers necessary in the changing service administration era and to confirm the effectiveness through empirical cases. Based on the theoretical research of public service and public service design, an educational program linking public service competency elements with public service design methodology was designed, and the effects through case studies and surveys demonstrated through workshops were confirmed. Team activities and practice-oriented methods and tools based on the contents of the public service design project were particularly effective in strengthening collaboration and communication competencies, and overall satisfaction was confirmed. The educational program model of this study is meaningful by presenting and demonstrating practical education linking public service competencies for policy providers, and future studies will subdivide and verify the effectiveness of competency-based education model design.

Applying Appropriate Technology Design in North Korea: An Exploration (대북적정기술 디자인의 도입 및 적용에 대한 탐구)

  • Xianglian Han;Sung Woo Kim
    • The Journal of the Convergence on Culture Technology
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    • v.9 no.4
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    • pp.141-151
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    • 2023
  • Traditional ODA to North Korea (NK) has been unsustainable and politically contentious. This study proposes the design of appropriate technology (AT) as an alternative. We identified NK residents' urgent needs and global AT instances, and classified data by Maslow's hierarchy of needs. As electricity and potable water were identified as primary needs, suitable AT cases were selected. Given NK's extreme isolation, collaborative AT practices with local residents are unfeasible. Therefore we propose a new AT adoption model customized to NK, which emphasizes community-level adoption. We proposed a solar charging station for cooperative farms, a re-design of an AT previously utilized in Africa, and tailored it to fit our proposed model. The study's significance lies in its novel AT adoption model for NK's unique social fabric and the proposition of a specific design case, thus transcending previous relevant studies exploring AT's potential for NK.

Designing Metaverse Space for Sound and Vision : The Benefits of Co-creation Frameworks for Multiuser Communication Environment (음향과 시각을 위한 메타버스 공간디자인 연구 : 다자간 의사소통 환경을 공동창작 개념틀로 사용할 때의 편이성)

  • Kwon, Hee-Jung
    • 한국HCI학회:학술대회논문집
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    • 2009.02a
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    • pp.1095-1100
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    • 2009
  • The interests and studies on co-creation activity in metaverse space, or MMO communication applications, increase sharply. The study performed the experiments on the participatory virtual space design that has dedicated to the common goal of creativity, and provides the environments to enhance ideas, technologies, and artistic artifacts sharing and communication. The participants were recruited from a community of artists and musicians. They have been actively participated the design process as photographers, painters, media artists, sound artists, and collectors. During the period, we have preceded 5 consecutive experiments, which were led by 5 independent artists, tested the value of co-creation spaces.

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Case Study on the Library Service Innovation Applying Service Design Methodology (서비스디자인 방법론을 적용한 도서관서비스 혁신 사례분석)

  • Lee, Byeong-Ki
    • Journal of the Korean Society for Library and Information Science
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    • v.50 no.3
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    • pp.71-92
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    • 2016
  • Service design is a process and methodology for innovating or creating service. This study analyzed library case that applied service design method to library service innovation and creation. The object of this case studies include 7 library such as Copenhagen's municipal library, State Library of Victoria, Carnegie Library of Pittsburgh, Georgia institute of technology library, North carolina state university library. This study analyzed separately to service design requirements, stake-holders, period, process, tools, result and main feature. The implications obtained through this case study are as follows: (1) The design of the library service are focused on user-centered services, future service creation. (2) The service design for library is designed by the collaboration of all stake-holder. (3) From the point of view of period, the service design is continuous, and it has a nature of the project. (4) The service design in library focus on user experience, processes and prototypes development and application. (5) The service design in library are applied to the new tool such as blue print, customer journey map, touch-point, shadow, persona. (6) The purpose of the service design in library is improved and created services, and is has holistic approach.

An Exploratory Study on Conceptual Framework for Project-based Supply Chain Management : Focusing on Plant Engineering Firms (프로젝트형 SCM의 개념적 틀에 관한 탐색적 연구 : 플랜트 엔지니어링 기업을 중심으로)

  • Kim, Tae Ung
    • Journal of Digital Convergence
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    • v.16 no.12
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    • pp.123-135
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    • 2018
  • The objective of this paper is to investigate the issues related to the supply chain management in plant engineering industry, and propose the framework to improve the project efficiency. The preliminary case study shows that EPC's fragmented nature, lack of coordination and information sharing, and lack of proper risk and change management contribute to project delay and cost overrun. To examine the level of informatization and information sharing in supply chain, survey responses from the suppliers and subcontractors have been collected. The statistical results show that information sharing, early involvement in design process and awareness in SCM have influenced the level of collaboration, but supplier assessment and informatization have no impact on the collaboration. A conceptual model is proposed in order to facilitate the integration of design, procurement and construction functions. Implications from the study are also provided.

Open Collaboration Innovation Methodology (OCIM) : A Methodology for New Service Development (개방형 협업을 통한 서비스 혁신 방법론)

  • Lee, Zoon-Ky;Lee, Min-He;Chu, Yo-Han
    • The Journal of Society for e-Business Studies
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    • v.16 no.1
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    • pp.49-70
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    • 2011
  • While new service development has become one of the most popular topics among practitioners and academics, methodologies development for new service development is only in its infancy. Especially, despite the growing interests in open innovations that effectively utilize external resources for R&D, existing research on new service development methodology designed to use external resources is scant. This article proposes a new methodology to generate new service business models that utilize massive external resources in combination with internal resources using ICT. The "Open Collaboration Innovation Methodology (OCIM)" is built based upon the theory of open innovation model and social psychology theories on behavioral motivation for cooperation. The model begins with the procedures to identify external resources that meet service objectives and requirements, and suggests motivation, control and monitoring mechanisms to implement a new service model. A business case is followed to demonstrate the use of the model. We expect that this model can be practically used by companies that are planning for developing new business models, and will provide a better understanding on open collaboration models, collective intelligence and crowd sourcing models.